1864 was truly the year of decision in the War of Secession. While the North
needed only one more year to break the South's back and end the rebellion, at
the time the military situation did not appear to be so promising. After
three years of war the Union had not subdued much of the rebellious South.
The Union held enclaves along the coast, all of Tennessee and some other
scattered holdings, and it controlled the Mississippi River. However, the
bulk of Southern territory, especially the deep South, was untouched. The
principal Southern armies in Georgia and Virginia were as strong as ever.
The South had shown its ability to wage war in spite of military reverses and
blockade.

1864 - Year of Decision is a board game simulation of the decisive campaigns
that brought the American Civil War to its violent conclusion. Players
assume the roles of Abraham Lincoln or Jefferson Davis and their senior
military advisors. Players operate armies, corps and divisions in military
regions that reflect the maneuver limitations experienced by the
belligerents. The combat units are rated for troop quality, leaders'
tactical abilities, leaders' initiative and command span. The game compels
players to focus on the interrelationship between military operations and
their political consequences. Victory is determined by political points
resulting from military successes and failures.

Each game turn of 1864 - Year of Decision represents five days of the
campaign. Move your playing pieces representing Union and Confederate corps
and headquarters from region to region accurately recreating maneuver during
the Civil War. Each region consists of two districts. Assign missions to
your forces by placing the units in the Attack or Defend box in each
district. Units which Defend in a district can improve their defensive
positions. Send your cavalry forces on raids against enemy targets.
Attack to defeat your opponent's forces and capture key objectives.
Headquarters can lead attacks or individual corps can attempt to attack on
their own. A die roll determines if each unit succeeds in at-tacking.
Resolve combat based on the sizes of the attacking and defending forces, the
quality of the troops involved, the tactical rating of the commanders, supply
and morale conditions, defensive positions and weather. Battle will yield
casualties and prisoner losses on each side and may force a withdrawal by the
loser.

Trace supply for your forces along rail lines to supply depots or, for the
Union, to an occupied port. Units can operate away from their supply lines
for short periods, but need to re-establish supply after combat. Break rail
lines or devastate regions on the map to cut enemy supply. Both sides also
face monthly losses due to attrition.
Several optional rules allow players to increase the game's realism. Five
scenarios allow players to recreate the struggle in either theater from two
different starting points or to play the entire campaign.